… over to referencing state through ppc_context as much as possible, it'll make implementing things like kernel processes much easier in the future
Move forward definitions of kernel types into kernel_fwd.h
Stub implementation of XamLoaderGetMediaInfoEx
Partially implement XamSetDashContext
implement XamGetDashContext
Stub implementation of XamUserIsUnsafeProgrammingAllowed
Stub implementation of XamUserGetSubscriptionType
Expanded the supported object types for ObReferenceObjectByHandle and wrapped the logic for encoding the type in a constexpr function
ObReferenceObjectByName was taking lpstring_t for first param, but the function actually takes X_ANSI_STRING ptr
NtReleaseMutant actually does not return anything from KeReleaseMutant, it just checks the handle and returns whether it was invalid.
Changed the raise/lower irql functions to just set the irql on the pcr instead of setting it on field of Processor, processor is a shared object and irql is per-thread
Semi-stub implementation of KeGetImagePageTableEntry. I locked at it in the HV and got it so the values are in the same range the HV returns + actually reflect the page & memory range, but i doubt its equal to the values the hv returns on real hw. Used by modern dashboards, don't know for what.
Log error message for ObDereferenceObject w/ null ptr.
Allocate a special fixed page that dashboards reference, currently don't know what the data on that page is supposed to be.
Add current_irql field to X_KPCR
Added Device object member of XObject::Type enum
Added some notes about other gpu registers, found a table of register names and indices in xam
The "close window" keyboard hotkey (Guide-B) now toggles between loglevel -1 and the loglevel set in your config.
Added LoggerBatch class, which accumulates strings into the threads scratch buffer. This is only intended to be used for very high frequency debug logging. if it exhausts the thread buffer, it just silently stops.
Cleaned nearly 8 years of dust off of the pm4 packet disassembler code, now supports all packets that the command processor supports.
Added extremely verbose logging for gpu register writes. This is not compiled in outside of debug builds, requires LogLevel::Debug and log_guest_driven_gpu_register_written_values = true.
Added full logging of all PM4 packets in the cp. This is not compiled in outside of debug builds, requires LogLevel::Debug and disassemble_pm4.
Piggybacked an implementation of guest callstack backtraces using the stackpoints from enable_host_guest_stack_synchronization. If enable_host_guest_stack_synchronization = false, no backtraces can be obtained.
Added log_ringbuffer_kickoff_initiator_bts. when a thread updates the cp's read pointer, it dumps the backtrace of that thread
Changed the names of the gpu registers CALLBACK_ADDRESS and CALLBACK_CONTEXT to the correct names.
Added a note about CP_PROG_COUNTER
Added CP_RB_WPTR to the gpu register table
Added notes about CP_RB_CNTL and CP_RB_RPTR_ADDR. Both aren't necessary for HLE
Changed name of UNKNOWN_0E00 gpu register to TC_CNTL_STATUS. Games only seem to write 1 to it (L2 invalidate)
Implemented Controller Hotkeys
Added controller hotkeys
Added guide button support for XInput and winkey
The hotkey configurations can be found in HID -> Display controller hotkeys
If the Xbox Gamebar overlay is enabled then use the Back button instead of the Guide button.
- Fixed hotkey thread destruction
- Fixed XINPUT_STATE by padding 4 bytes
- Added hotkey vibration for user feedback
- Replaced MessageBoxA with ImGuiDialog::ShowMessageBox
Co-authored-by: Margen67 <Margen67@users.noreply.github.com>
Reorganized SystemPageFlags for sharedmemory, each field now goes into its own array, the three arrays are page aligned in a single virtual allocation
Refactored sharedmemory a bit, use tzcnt if available when finding ranges (faster on pre-zen4 amd cpus)
Made commandprocessor GetcurrentRingReadcount inline, it was made noinline to match PGO decisions but i think PGO can make extra reg allocation decisions that make this inlining choice yield gains, whereas if we do it manually we lose a tiny bit of performance
Working on a more compact vectorized version of GetScissor to save icache on cmd processor thread
Add WriteRegisterForceinline, will probably end up amending to remove it
add ERMS path for vastcpy
Adding WriteRegistersFromMemCommonSense (name will be changed later), name is because i realized my approach with optimizing writeregisters has been backwards, instead of handling all checks more quickly within the loop that writes the registers, we need a different loop for each range with unique handling. we also manage to hoist a lot of the logic out of the loops
Use 100ns delay for MaybeYield, noticed we often return almost immediately from the syscall so we end up wasting some cpu, instead we give up the cpu for the min waitable time (on my system, this is 0.5 ms)
Added a note about affinity mask/dynamic process affinity updates to threading_win
Add TextureFetchConstantsWritten
Add constexpr getters to magicdiv class so it can be used from jitted x64/dxbc
Track the guest return address as well for guest/host sync, if multiple entries have the same guest stack find the first one with a matching guest retaddr. this fixes epic mickey 2 (which the previous guest-stack change had allowed to go ingame for a bit) and potentially also a crash in fable3.
Break if under debugger when stackpoints are overflowed
Add much more useful output for host exceptions, print out xenia_canary.exe relative offsets if exception is in module, formatmessage for ntstatus/win32err, strerror
Minor d3d12 microoptimization, instead of doing SetEventOnCompletion + WaitForSingleObject do SetEventOnCompletion w/ nullptr so that the wait happens in kernel mode, avoiding two extra context switches
add unimplemented kernel functions:
ExAllocatePoolWithTag
ObReferenceObject
ObDereferenceObject has no return value.
Log a message when ObDereferenceObject/Reference receive unregistered guest kernel objects
gave ObLookupThreadByThreadId its correct error status
hoist object_types initialization out of ObReferenceObjectByHandle
Fix out parameter values on error for a few kernel funcs
add note about msr to KeSetCurrentStackPointers
add X_STATUS_OBJECT_TYPE_MISMATCH check for xeNtSetEvent
add msr_mask field to X_KPCR
Block members can be decorated with Invariant only since SPIR-V 1.5 Revision 2. In earlier versions, Invariant can be used only for variables. Mesa warns about this.
Remove dead #if 0'd code in math.h
On amd64, page_size == 4096 constant, on amd64 w/ win32, allocation_granularity == 65536. These values for x86 windows havent changed over the last 20 years so this is probably safe
and gives a modest code size reduction
Enable XE_USE_KUSER_SHARED. This sources host time from KUSER_SHARED instead of from QueryPerformanceCounter, which is far faster, but only has a granularity of 100 nanoseconds.
In some games seemingly random crashes were happening that were hard to trace because
the faulting thread was actually not the one that was misbehaving, another threads stack was underflowing into the faulting thread.
Added a bunch of code to synchronize the guest stack and host stack so that if a guest longjmps the host's stack will be adjusted.
Changes were also made to allow the guest to call into a piece of an existing x64 function.
This synchronization might have a slight performance impact on lower end cpus, to disable it set enable_host_guest_stack_synchronization to false.
It is possible it may have introduced regressions, but i dont know of any yet
So far, i know the synchronization change fixes the "hub crash" in super sonic and allows the game "london 2012" to go ingame.
Removed emit_useless_fpscr_updates, not emitting these updates breaks the raiden game
MapGuestAddressToMachineCode now returns nullptr if no address was found, instead of the start of the function
add Processor::LookupModule
Add Backend::DeinitializeBackendContext
Use WriteRegisterRangeFromRing_WithKnownBound<0, 0xFFFF> in WriteRegisterRangeFromRing for inlining (previously regressed on performance of ExecutePacketType0)
add notes about flags that trap in XamInputGetCapabilities
0 == 3 in XamInputGetCapabilities
Name arg 2 of XamInputSetState
PrefetchW in critical section kernel funcs if available & doing cmpxchg
Add terminated field to X_KTHREAD, set it on termination
Expanded the logic of NtResumeThread/NtSuspendThread to include checking the type of the handle (in release, LookupObject doesnt seem to do anything with the type)
and returning X_STATUS_OBJECT_TYPE_MISMATCH if invalid. Do termination check in NtSuspendThread.
Add basic host exception messagebox, need to flesh it out more (maybe use the new stack tracking stuff if on guest thrd?)
Add rdrand patching hack, mostly affects users with nvidia cards who have many threads on zen
Use page_size_shift in more places
Once again disable precompilation! Raiden is mostly weird ppc asm which probably breaks the precompilation. The code is still useful for running the compiler over the whole of an xex in debug to test for issues
"Fix" debug console, we were checking the cvar before any cvars were loaded, and the condition it checks in AttachConsole is somehow always false
Remove dead #if 0'd code in math.h
On amd64, page_size == 4096 constant, on amd64 w/ win32, allocation_granularity == 65536. These values for x86 windows havent changed over the last 20 years so this is probably safe
and gives a modest code size reduction
Enable XE_USE_KUSER_SHARED. This sources host time from KUSER_SHARED instead of from QueryPerformanceCounter, which is far faster, but only has a granularity of 100 nanoseconds.
In some games seemingly random crashes were happening that were hard to trace because
the faulting thread was actually not the one that was misbehaving, another threads stack was underflowing into the faulting thread.
Added a bunch of code to synchronize the guest stack and host stack so that if a guest longjmps the host's stack will be adjusted.
Changes were also made to allow the guest to call into a piece of an existing x64 function.
This synchronization might have a slight performance impact on lower end cpus, to disable it set enable_host_guest_stack_synchronization to false.
It is possible it may have introduced regressions, but i dont know of any yet
So far, i know the synchronization change fixes the "hub crash" in super sonic and allows the game "london 2012" to go ingame.
Removed emit_useless_fpscr_updates, not emitting these updates breaks the raiden game
MapGuestAddressToMachineCode now returns nullptr if no address was found, instead of the start of the function
add Processor::LookupModule
Add Backend::DeinitializeBackendContext
Use WriteRegisterRangeFromRing_WithKnownBound<0, 0xFFFF> in WriteRegisterRangeFromRing for inlining (previously regressed on performance of ExecutePacketType0)
add notes about flags that trap in XamInputGetCapabilities
0 == 3 in XamInputGetCapabilities
Name arg 2 of XamInputSetState
PrefetchW in critical section kernel funcs if available & doing cmpxchg
Add terminated field to X_KTHREAD, set it on termination
Expanded the logic of NtResumeThread/NtSuspendThread to include checking the type of the handle (in release, LookupObject doesnt seem to do anything with the type)
and returning X_STATUS_OBJECT_TYPE_MISMATCH if invalid. Do termination check in NtSuspendThread.
Add basic host exception messagebox, need to flesh it out more (maybe use the new stack tracking stuff if on guest thrd?)
Add rdrand patching hack, mostly affects users with nvidia cards who have many threads on zen
Use page_size_shift in more places
Once again disable precompilation! Raiden is mostly weird ppc asm which probably breaks the precompilation. The code is still useful for running the compiler over the whole of an xex in debug to test for issues
Previously, for mips, the dimensions of the texture weren't rounded to powers of two before calculating the mip tail extent, resulting in the mip tail for a 260 blocks tall texture, that contains mips ending at Y of up to 36, having the Y extent calculated as 32. With rounding to powers of two, it would have been 64.
However, with the GetTiledAddressUpperBound functions, none of this is necessary at all (and neither is rounding the extents in TextureGuestLayout::Level to 32x32x4 blocks) - using the same code for calculating the XYZ extents of tiled textures as for linear textures now, which, for the mip tail, calculates the actual maximum coordinates of the mips stored in it - and rounding to tiles is done internally by GetTiledAddressUpperBound.
Fixes the PIX validation warning about missing resource states on every guest draw. Also potentially prevents drivers from making assumptions about the shared memory buffer based on the bindings, though no such cases are currently known.
Fix guest code profiler, it previously only worked with function precomp + all code you were about to execute already discovered
Allow AndNot if type is V128
Also fixes addressing of MSAA samples 2 and 3 for 64bpp color render targets in the ROV RB implementation on Direct3D 12.
Additionally, with FSI/ROV, alpha test and alpha to coverage are done only if the render target 0 was dynamically written to (according to the Direct3D 9 rules for writing to color render targets, though not sure if they actually apply to the alpha tests on Direct3D 9, but for safety).
There is also some code cleanup for things spotted during the development of the feature.
add xe::clear_lowest_bit, use it in place of shift-andnot in some bit iteration code
make is_allocated_ and is_enabled_ volatile in xma_context
preallocate avpacket buffer in XMAContext::Setup, the reallocations of the buffer in ffmpeg were showing up on profiles
check is_enabled and is_allocated BEFORE locking an xmacontext. XMA worker was spending most of its time locking and unlocking contexts
Removed XeDMAC, dma:: namespace. It was a bad idea and I couldn't make it work in the end. Kept vastcpy and moved it to the memory namespace instead
Made the rest of global_critical_region's members static. They never needed an instance.
Removed ifdef'ed out code from ring_buffer.h
Added EventInfo struct to threading, added Event::Query to aid with implementing NtQueryEvent.
Removed vector from WaitMultiple, instead use a fixed array of 64 handles that we populate. WaitForMultipleObjects cannot handle more than 64 objects.
Remove XE_MSVC_OPTIMIZE_SMALL() use in x64_sequences, x64 backend is now always size optimized because of premake
Make global_critical_region_ static constexpr in shared_memory.h to get rid of wasteage of 8 bytes (empty class=1byte, +alignment for next member=8)
Move trace-related data to the tail of SharedMemory to keep more important data together
In IssueDraw build an array of fetch constant addresses/sizes, then pre-lock the global lock before doing requestrange for each instead of individually locking within requestrange for each of them
Consistent access specifier protected for pm4_command_processor_declare
Devirtualize WriteOneRegisterFromRing.
Move ExecutePacket and ExecutePrimaryBuffer to pm4_command_buffer_x
Remove many redundant header inclusions access xenia-gpu
Minor microoptimization of ExecutePacketType0
Add TextureCache::RequestTextures for batch invocation of LoadTexturesData
Add TextureCache::LoadTexturesData for reducing the number of times we release and reacquire the global lock.
Ideally you should hold the global lock for as little time as possible, but if you are constantly acquiring and releasing it you are actually more likely to have contention
Add already_locked param to ObjectTable::LookupObject to help with reducing lock acquire/release pairs
Add missing checks to XAudioRegisterRenderDriverClient_entry. this is unlikely to fix anything, it was just an easy thing to do
Add NtQueryEvent system call implementation. I don't actually know of any games that need it.
Instead of using std::vector + push_back in KeWaitForMultipleObjects and xeNtWaitForMultipleObjectsEx use a fixed size array of 64 and track the count. More than 64 objects is not permitted by the kernel. The repeated reallocations from push_back were appearing unusually high on the profiler, but were masked until now by waitformultipleobjects natural overhead
Pre-lock the global lock before looking up each handle for xeNtWaitForMultipleObjectsEx and KeWaitForMultipleObjects.
Pre-lock before looking up the signal and waiter in NtSignalAndWaitForSingleObjectEx
add missing checks to NtWaitForMultipleObjectsEx
Support pre-locking in XObject::GetNativeObject